Graphics Programming weekly - Issue 231 - April 17, 2022


Eurographics 2022 papers on the web

  • a collection of papers to be presented at Eurographics 2022
  • a large number of topics are covered, including terrain authoring, spherical harmonic lighting, radiance transfers


Adventures with Deferred Texturing in 'Horizon Forbidden West'

  • the GDC presentations talk about the implementation of the Deferred Texturing
  • developed to reduce the vegetation rendering cost
  • a very detailed look at the different implementation stages
  • how it integrates into the Decima rendering pipeline and a look at the performance improvements achieved
  • it additionally presents how to implement a variable rate solution on hardware without native support


Permutation Coding for Vertex-Blend Attribute Compression

  • the paper presents a new approach to compressing vertex data at a fixed bit-rate
  • the paper presents error analysis, compares against existing solutions in terms of prevision and performance
  • up to 13 per-vertex skinning weights can be compressed into 64bits with included code


My personal hell of translating DXIL to SPIR-V – part 4

  • the article presents a detailed look at how different D3D12 ConstantBuffer patterns are mapped into SPIR-V
  • shows how the patterns are mapped onto the hardware in RDNA2 ISA
  • discusses how non-uniform resource influences the code generation
  • additionally discusses quirks/limitations of ByteAddressBuffers and RWStructuredBuffer


Exponentially Better Rotations

  • the article presents a summary of different methods to express rotations
  • presents interactive visualizations of the methods
  • shows the behavior of linear interpolation, discussing the limitations of the methods
  • it additionally shows the mathematical derivation of the methods


[video] Taking the Slang Shading Language from Research to Production

  • the video presents an overview of the challenges in shader development
  • discussing how Slang can address these challenges
  • shows the decisions made to adjust the project development to prioritize adoption over publication from the start
  • a brief look at how it matches into raytracing shaders and a look at upcoming developments


Introducing HIP RT – a ray tracing library in HIP

  • AMD released a library to enable applications that use Heterogeneous-Computing Interface for Portability (HIP) to access ray tracing hardware
  • this enables general C++ GPGPU computing workloads to take advantage of raytracing shaders on Nvidia and AMD GPUs


How to build a BVH – Part 1: Basics

  • the article describes how to construct a BVH from a collection of triangles
  • axis-aligned bounding boxes are used as the foundation of the structure
  • shows how to build and traverse the BVH


Bringing Linearly Transformed Cosines to Anisotropic GGX

  • the paper introduces an LTC (Linearly Transformed Cosines) approximation to anisotropic GGX using 4D lookup textures
  • the demonstration video shows the importance of anisotropy for metal surfaces
  • example code is provided


ReSTIR GI for Specular Bounces

  • the blog posts demonstrate how to implement ReSTIR (Spatiotemporal reservoir resampling)
  • presents the implementation for Lambertian diffuse
  • shows how to extend the concepts also to support specular sampling
  • additionally presents the author’s technique to combine the influences


Realtime Fluid Simulation: Projection

  • the article provides a showcase of the importance of a projection solver for a real-time fluids
  • presents the Jacobi method and compares it against the Multigrid algorithm


[video] Interactive Graphics 24 - Refractions, Transparency, Blending, & Alpha Testing

  • the video explains the concept of refraction and existing techniques to implement the effect
  • covers how to draw transparent objects and how it’s expressed in the rendering pipeline
  • shows the importance of drawing order when using rasterization and presents techniques for order-independent transparency
  • presents alpha testing and limitations with mipmapping alpha testing
  • it additionally covers solutions to ensure that objects look correctly under minification


Graphics Pipeline, Techniques, & Algorithms in Vortice

  • the visual graph provides a visual representation of the different passes from the fluid simulation of the iOS application
  • provides short overviews of the implementation of the different passes
  • it additionally provides a visual representation of the visible state of the textures involved at the different stages of the pipeline


Thanks to Nathan Reed for support of this series.


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